Files
three.js/examples/materials_test.html
T
alteredq 5192428f25 Added Loader class providing both asynchronous JS and web worker based loading of models.
The idea is that later there will be more loaders which would load different formats (like OBJLoader, ColladaLoader).

Usage (async JS):

var loader = new THREE.Loader();
loader.loadAsync( "obj/torus/Torus.js", function() { createScene( new Torus() ) } );

Usage (web worker):

var loader = new THREE.Loader();
loader.loadWorker( "obj/torus/Torus_slim.js", function( geometry ) { createScene( geometry ) } );

Web worker loader is useful for large meshes, where it allows browser to stay responsive for longer time and also it can handle larger meshes than async JS loader.

Web worker loader needs a simpler format of the model. Web workers can communicate with the main application only via message passing, where messages are JSON objects.

There is a new version of OBJ -> Three.js converter (convert_obj_threejs_slim.py) which can produce model in format needed for web workers.

All examples which were using models from OBJ converter were refactored to use Loader.

Except large mesh example, all examples are using just async JS loading. Web worker loading is there, it's just commented out, as it's a bit pain for local development.

Chrome doesn't allow to run web workers from pages accessed via file://, so you need either to run it with "--allow-file-access-from-files" flag, or access examples via local server (http://localhost/example.html).
2010-11-03 18:12:31 +01:00

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HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - multi-materials test</title>
<meta charset="utf-8">
<style type="text/css">
body {
background:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
h1 { }
a { color:skyblue }
canvas { pointer-events:none; z-index:10; position:relative; }
#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
#d { text-align:center; margin:1em 0 -15.7em 0; z-index:0; position:relative; display:block }
.button { background:#000; color:#fff; padding:0.2em 0.5em; cursor:pointer }
.inactive { background:#999; color:#eee }
</style>
</head>
<body>
<div id="d">
<h1>Multi-materials test</h1>
<span id="rcanvas" class="button inactive">2d canvas renderer</span>
<span id="rwebgl" class="button">WebGL renderer</span>
<br/>
<p>Model by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1">Reallusion iClone</a>
<p>Using a modified version of <a href="http://github.com/alteredq/three.js">Three.js</a> by mrdoob.
<br/>
<p>Best viewed in Chrome 8/9 or Firefox 4 using WebGL renderer.
<p>Canvas renderer is very slow on anything other than Chrome.
<p><a href="http://code.google.com/p/chromium/issues/detail?id=60124">Line width is not set properly</a> on Chrome in Windows.
</div>
<div id="log"></div>
<script type="text/javascript" src="../build/Three.js"></script>
<!--
-->
<!--
<script type="text/javascript" src="../src/Three.js"></script>
<script type="text/javascript" src="../src/core/Color.js"></script>
<script type="text/javascript" src="../src/core/Vector2.js"></script>
<script type="text/javascript" src="../src/core/Vector3.js"></script>
<script type="text/javascript" src="../src/core/Vector4.js"></script>
<script type="text/javascript" src="../src/core/Rectangle.js"></script>
<script type="text/javascript" src="../src/core/Matrix3.js"></script>
<script type="text/javascript" src="../src/core/Matrix4.js"></script>
<script type="text/javascript" src="../src/core/Vertex.js"></script>
<script type="text/javascript" src="../src/core/Face3.js"></script>
<script type="text/javascript" src="../src/core/Face4.js"></script>
<script type="text/javascript" src="../src/core/UV.js"></script>
<script type="text/javascript" src="../src/core/Geometry.js"></script>
<script type="text/javascript" src="../src/cameras/Camera.js"></script>
<script type="text/javascript" src="../src/io/Loader.js"></script>
<script type="text/javascript" src="../src/lights/Light.js"></script>
<script type="text/javascript" src="../src/lights/AmbientLight.js"></script>
<script type="text/javascript" src="../src/lights/DirectionalLight.js"></script>
<script type="text/javascript" src="../src/lights/PointLight.js"></script>
<script type="text/javascript" src="../src/objects/Object3D.js"></script>
<script type="text/javascript" src="../src/objects/Mesh.js"></script>
<script type="text/javascript" src="../src/objects/Particle.js"></script>
<script type="text/javascript" src="../src/objects/Line.js"></script>
<script type="text/javascript" src="../src/materials/LineColorMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshPhongMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshBitmapMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshColorFillMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshColorStrokeMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshFaceMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleCircleMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleBitmapMaterial.js"></script>
<script type="text/javascript" src="../src/scenes/Scene.js"></script>
<script type="text/javascript" src="../src/renderers/Projector.js"></script>
<script type="text/javascript" src="../src/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/SVGRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/WebGLRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace3.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
-->
<script type="text/javascript" src="geometry/primitives/Sphere.js"></script>
<script type="text/javascript" src="geometry/primitives/Plane.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
var SCREEN_WIDTH = window.innerWidth/2;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = -250;
var container;
var stats;
var camera;
var scene;
var canvasRenderer, webglRenderer;
var mesh, zmesh, geometry;
var directionalLight, pointLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth >> 1;
var windowHalfY = window.innerHeight >> 1;
var render_canvas = 1, render_gl = 1;
var has_gl = 0;
var bcanvas = document.getElementById("rcanvas");
var bwebgl = document.getElementById("rwebgl");
document.addEventListener('mousemove', onDocumentMouseMove, false);
init();
loop();
//render_canvas = !has_gl;
bwebgl.style.display = has_gl ? "inline" : "none";
bcanvas.className = render_canvas ? "button" : "button inactive";
setInterval(loop, 1000/60);
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
camera.position.z = 500;
camera.updateMatrix();
scene = new THREE.Scene();
// SPHERES
sphere = new Sphere( 100, 16, 8, 1 );
for (var i=0; i<10; i++) {
//mesh = new THREE.Mesh( sphere, new THREE.MeshColorFillMaterial( 0xffffff ) );
mesh = new THREE.Mesh( sphere, [ new THREE.MeshColorFillMaterial( 0xffffff ), new THREE.MeshColorStrokeMaterial( 0x000000, 1, 1.5 ) ] );
//mesh = new THREE.Mesh( sphere, new THREE.MeshColorStrokeMaterial( 0x00aa00, 1, 1.5 ) );
//mesh = new THREE.Mesh( sphere, new THREE.MeshFaceColorStrokeMaterial( 2.5 ) );
mesh.position.x = 500 * (Math.random() - 0.5);
mesh.position.y = 500 * (Math.random() - 0.5);
mesh.position.z = 500 * (Math.random() - 0.5);
mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * (Math.random() + 0.5);
//mesh.doubleSided = true;
mesh.overdraw = true;
mesh.updateMatrix();
scene.addObject(mesh);
}
// LIGHTS
var ambient = new THREE.AmbientLight( 0x101010 );
scene.addLight( ambient );
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.y = -70;
directionalLight.position.z = 100;
directionalLight.position.normalize();
scene.addLight( directionalLight );
pointLight = new THREE.PointLight( 0xffaa00 );
pointLight.position.x = 0;
pointLight.position.y = 0;
pointLight.position.z = 120;
//scene.addLight( pointLight );
mesh = new THREE.Mesh( sphere, new THREE.MeshColorFillMaterial( 0xff0000 ) );
mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.1;
mesh.position = pointLight.position;
mesh.updateMatrix();
scene.addObject(mesh);
if( render_canvas ) {
canvasRenderer = new THREE.CanvasRenderer();
canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( canvasRenderer.domElement );
}
if ( render_gl ) {
try {
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( webglRenderer.domElement );
has_gl = 1;
}
catch (e) {
}
}
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
bcanvas.addEventListener("click", toggleCanvas, false);
bwebgl.addEventListener("click", toggleWebGL, false);
var loader = new THREE.Loader();
loader.loadAsync( "obj/female02/female02.js", function() { createScene( new Female02( "obj/female02" ) ) } );
//loader.loadWorker( "obj/female02/Female02_slim.js", function( geometry ) { createScene( geometry) }, "obj/female02" );
}
function createScene( geometry ) {
// PROCEDURAL TEXTURES (decals)
var x1 = document.createElement( "canvas" );
var xc1 = x1.getContext("2d");
x1.width = x1.height = 256;
xc1.shadowBlur = 3;
xc1.shadowColor = "#000";
xc1.font = "7pt arial";
xc1.fillStyle = "hsla("+0+",90%,50%,1);"
xc1.fillText("Three", 57, 29);
xc1.fillStyle = "hsla("+0+",90%,50%,0.15);"
xc1.fillRect(40, 70, 60, 50);
for(var i=0;i<500;i++) {
xc1.fillStyle = "hsla("+60*Math.random()+",90%,50%,0.5);"
xc1.fillRect(40+60*Math.random(), 118+10*Math.random(), 2, 10);
}
var x2 = document.createElement( "canvas" );
var xc2 = x2.getContext("2d");
x2.width = x2.height = 128;
xc2.fillStyle = "rgba(0,0,0,0.5)";
for(var i=0;i<14;i++) {
xc2.fillRect(0, 5+i*4, 54, 2);
xc2.fillRect(i*4, 5, 2, 54);
}
var xm1 = new THREE.MeshBitmapMaterial( x1 );
xm1.loaded = 1; // this is procedurally generated texture
var xm2 = new THREE.MeshBitmapMaterial( x2 );
xm2.loaded = 1; // this is procedurally generated texture
geometry.materials[0].push ( xm1 ); // goes to faces with material 0
geometry.materials[1].push ( xm2 ); // goes to faces with material 1
geometry.materials[4].push ( new THREE.MeshColorFillMaterial(0xff0000, 0.5) );
var materials = [ new THREE.MeshFaceMaterial() ];
// full-mesh wireframe overlay
//materials.push( new THREE.MeshColorStrokeMaterial(0xff0000, 1, 1.5) );
// full-mesh color overlay
//materials.push( new THREE.MeshColorFillMaterial(0xff0000, 0.5) );
zmesh = new THREE.Mesh( geometry, materials, 1 );
zmesh.position.x = -80;
zmesh.position.z = 50;
zmesh.position.y = FLOOR;
zmesh.scale.x = zmesh.scale.y = zmesh.scale.z = 3;
zmesh.overdraw = true;
zmesh.updateMatrix();
scene.addObject(zmesh);
// PLANES with all materials from the model
createMaterialsPalette( geometry.materials, 100, 0 );
}
function createMaterialsPalette( materials, size, bottom ) {
for ( var i=0; i<materials.length; ++i ) {
// material
mesh = new THREE.Mesh( new Plane( size, size ), materials[i] );
mesh.position.x = i * (size + 5) - ( ( materials.length - 1 )* ( size + 5 )/2);
mesh.position.y = FLOOR + size/2 + bottom;
mesh.position.z = -100;
mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
mesh.doubleSided = true;
mesh.updateMatrix();
scene.addObject(mesh);
// number
var x = document.createElement( "canvas" );
var xc = x.getContext("2d");
x.width = x.height = 128;
xc.shadowColor = "#000";
xc.shadowBlur = 7;
xc.fillStyle = "orange";
xc.font = "50pt arial bold";
xc.fillText(i, 10, 64);
var xm = new THREE.MeshBitmapMaterial( x );
xm.loaded = 1;
mesh = new THREE.Mesh( new Plane( size, size ), xm );
mesh.position.x = i * (size + 5) - ( ( materials.length - 1 )* ( size + 5 )/2);
mesh.position.y = FLOOR + size/2 + bottom;
mesh.position.z = -99;
mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
mesh.doubleSided = true;
mesh.updateMatrix();
scene.addObject(mesh);
}
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
function loop() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.updateMatrix();
if ( render_canvas ) canvasRenderer.render( scene, camera );
if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
stats.update();
}
function log(text) {
var e = document.getElementById("log");
e.innerHTML = text + "<br/>" + e.innerHTML;
}
function toggleCanvas() {
render_canvas = !render_canvas;
bcanvas.className = render_canvas ? "button" : "button inactive";
render_gl = !render_canvas;
bwebgl.className = render_gl ? "button" : "button inactive";
if( has_gl )
webglRenderer.domElement.style.display = render_gl ? "block" : "none";
canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
}
function toggleWebGL() {
render_gl = !render_gl;
bwebgl.className = render_gl ? "button" : "button inactive";
render_canvas = !render_gl;
bcanvas.className = render_canvas ? "button" : "button inactive";
if( has_gl )
webglRenderer.domElement.style.display = render_gl ? "block" : "none";
canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
}
</script>
</body>
</html>